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Mordekaiser
Build Guide by ShadowNet

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

Introduction

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Welcome to my guide on Mobafire, it's about my favorite character in the League *drum roll* Mordekaiser The Master of Metal. I prefer to build him a little tanky, because he's a Melee Range Caster - your spells ranges are small, most of time you'll be in the thick of battle, swinging your mace into someone's face. Pretty solid build, I'm open for tips on how to improve it and please try it before you rate it.

If you're too lazy to read it all, skip to TL;DR chapter.

For everybody else - Thanks for reading and Enjoy. :)

Pros / Cons

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Pros:+Superb farmer and pusher+Great harasser+Naturally tanky because of his passive ability Iron Man+Can turn tides with his ultimate, from 5v5 to 6v4+Can carry (kinda)

21 points in Utility for CDR, CDR on summoner spells, Movement speed, Buff duration, Extra XP, Reduced time spent dead:
Good Hands x3 - You'll spend 10% less time dead, it's most helpful late game when death timers can reach 40-60 sec.

Perseverence x3 - We're taking this only because there's nothing else to take and we need to advance in the tree. Mana regen is useless and HP regen is barely noticeable.

Haste x1 - Buffs your Ghost summoner spell with 6% speed and 1.5 sec duration. It's a must if you decide to take Ghost.

Awareness x4 - Since Morde is a mad farmer, this will give you a level advantage over your enemies. Your spells will be stronger, your stats higher, you'll destroy everything in your path.

Greed x1 - Again useless for Morde, but there's nothing else to take. Reduces wait time if you need 20-30 gold for an item, extra potion or ward.

Utility Mastery x2 - Good mastery that will increase red, blue and baron buffs duration by 30%. Morde tends to kill carries and junglers regularly and takes their buffs.

Quickness x3 - Makes you even faster. Speed is going to help you harass easier, run away, chase, help mates, gank. When they see the Spiky Wall of Awesomeness, aka Morde, flying at them, they'll just go hug their tower, allowing you to gank.

Presence of the Master x1 - Being able to cast Ignite and Ghost frequently will benefit you throughout the whole game. Reduced cooldown on Ignite will help you combine it with Children of the Grave for a devastating effect. You'll feel like you always have your speed steroid Ghost ready, when you need it for gank, chase, gtfo.

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Summoner Spells

Mordekaiser before joining the League.

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Best summoner spells

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Ignite - This summoner spell is a must for Morde, it's Children of the Grave's younger brother. It helps you deny HP pots, regen, heals that could reduce your ultimate effectiveness.

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Ghost - Top pick, helps you get around faster, initiate fights, get away, chase, and gank. Overall best mobility summoner spell for Morde.

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Other viable spells

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Exhaust - Ignite out weights Exhaust, because it synergises with Children of the Grave. It adds another DoT and without Ignite your ultimate can be countered easily (support champs, potions). Still, it's a viable spell if the enemy team have strong AD champions and for early game kills. Can an be used for defense and offense, slow down a chaser to ensure your escape and catch a victim to secure a kill for you or your team.

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Flash - Good skill for escaping and positioning, pick it if you don't like Ghost or you're facing Jarvan IV. Don't forget to change the masteries, move one point from Haste to Blink of an Eye .

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Skill Sequence and Explanation

Ability Sequence

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

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||Iron Man|| 30% of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage. Shield generation is only half as effective against minions. Maximum shield strength is 90 + (30 x level). The shield decays by 3% per second.

Passive
ability

Passive got nerfed hard, if you want to replenish it fast you gotta have a lot of AP, but it's too weak without Armor or MR. Shield is more noticeable mid/late game.

We're maxing Siphon of Destruction since it's our main tool for damaging, farming, harass and shield replenish Iron Man. Damage is more noticeable at level 2 and 3, also hitting both the creeps and the enemy champion is easy as pie due to spell's cone spread and somewhat bugged range.

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||Mace of Spades|| On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 80 / 110 / 140 / 170 / 200 (+1 per bonus attack damage) (+40% of ability power) magic damage. If the target is alone, the ability deals 65% more damage.

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Second is Mace of Spades to increase your burst, for better last hitting, to scare your enemies off and to look fancy. After hitting with it, your auto attack resets, use this to your advantage.

We're maxing Creeping Death last, it improves our tankyness a little and dmg, can be used for last hitting, also for harassment, just remember to cast it on your second soldier minion, since the first one is getting the enemy minions aggro. Cast this ability first when you’re initiating a fight and don't forget that you can boost allies and even your ghost, making them deadlier.

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||Children of the Grave || Mordekaiser deals an initial 12 / 14.5 / 17 (+2% of ability power) % magic damage equal to that percentage of the target's maximum health and curses it for 10 seconds. During these 10 seconds, 1.2 / 1.45 / 1.7 (+2% of ability power) % magic damage equal to that percentage of the target's maximum health per second is dealt. If the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 20% of their ability power, and attack damage. The spirit gains 75% of Mordekaiser's adjusted damage, ability power, and health totals

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Take Children of the Grave when available. It does damage over time and heals you, if you manage to kill your target before it runs out, you get a ghost pet, which you can control using the Alt key. With this you can turn fights from 5v5 to 6v4.

Tips & Tricks:

You should always cast Siphon of Destruction to check bushes. It will sound like hitting a target if someone is hiding and waiting for you to face check.

Good item that will help you with armor, hp regen, health, a good passive - movement and attack speed reduction on hit and usable ability with the same effect.

Buy it after boots, it will help you sustain yourself (15% spell vamp) and increases your damage (40 AP). Later could be used to make Hextech Gunblade or Will of the Ancients Note: Item might turn you into a sparkling spell vampire, use with caution!

Optional core items:

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Cheap and effective, adds 50 AP to yourself and aura that gives your teammates 30 AP and 25% Spell Vamp. Don't pick it if your team is AD heavy.

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Grants you the power of the Blood God, a melee nuke after each spell cast. Later can be upgraded to Lich Bane.

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Useful against CC and AP heavy teams. Reduces all kinds of CC by 35% and increases magic resistance. Take them instead of Sorcerer's Shoes.

The path of the Spell Vampire/dps-y Morde will demand items decreasing cooldowns so you can sustain yourself better - take these instead of Sorcerer's Shoes

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Replaces Randuin's Omen. Still viable item that will give you 45 armor, 450 hp and you'll deal 35 magical damage to enemies around you, stacks well with Creeping Death. Take it if you want to get your last tools of destruction faster.

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Preferred last items:

Offense

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Will increase you AP greatly, take this when the game is going well or when they fed you early game.

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This is the answer to those Magic Resistance stacking weaklings, combines with your mastery Archaic Knowledge for a total of 49% magic penetration, also adds 70 AP to enchance your abilities. Get it if you decide to go more dps oriented.

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Provides a good amount of AP, some magic resistance, mana which we don't need and a pretty good passive that gives you a good melee nuke. Getting hit by a truck will seem like getting a shot compared to your new passive.

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After you get Hextech Revolver early on, you can turn it into this beauty, provides both AD, AP, life steal, spell vamp and a good CC usable ability.

Another item that gives you AP, armor and a good passive that can help you avoid nukes or just survive.

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Need some extra heavy duty CC or HP to battle true damage champs like Olaf, Cho'Gath or Vayne? Look no further, this item will give you both - 700 hp, 40% slow per hit and some AD.

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Get this if the enemy team has a lot of CC and you don't want to buy Banshee's Veil, also gives you 50 AP.

Defense

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Good counter to AD carries, adds armor and on hit returns 30% of the damage as magical.

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Grants a medium amount of HP, some mana that is of no use to us, 50 magic resistance and also a shield that can block spells every 45 sec. Good counter to CC and nuke combos.

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Last resort if you're facing fed/strong True Damage champions ( Olaf, Cho'Gath, Vayne), versus strong AD heavy teams, combine Warmog's Armor and Thornmail or if you actually decide to main tank with Morde, which is just...*** (Other champs can do it better). There's really no other reason to get this item. It increases your HP by 1370(1820 fully stacked) and HP regen by 45 per 5 (60 HP per 5 fully stacked). It's too pricey and offers only HP without resists.

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Back stab the righteous Law, gives you armor, magic resistance and a second chance to finish those morde haters.

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Wards and other consumables

Map Awareness

Lets hear this educational song by Drumike107

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Sight Ward

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Sight Ward One of the most important consumables in the game. They cost only 75 gold, can be stacked 5 per slot.

RED - Important places where placing a ward is a must, after Dragon, Baron spawn.

BLUE - Placing wards there will help you control the buffs, you'll know when the enemy is trying to take it or just passing by. Having ward there can help you for ganks too.

BLACK - A must if the enemy team have jungler/roamer. Having a ward on black will cover your rear from unwanted interventions.

Always check your minimap for anyone missing from his lane, so you can back off before he ganks you!

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Costs 125, can be stacked too and reveals everything invisible around it. Buy these if there are cloaking champions like Evelynn, Twitch, Teemo, Akali, Shaco and to counter your enemy wards, especially on important spots like Baron and Dragon.

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Price on this potion is 400, you become a walking Vision Ward but with slightly smaller range. Again use it against cloaking champs and for ward dominance.

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Potion that adds 20-40 AP, based on your level and reduces cooldowns by 10%. You can get it at any time if you feel like you need an extra punch to get that kill.

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Increases your AD by 10 and hp by 140-235 instantly like Heal. Can be used to save yourself from certain death, if you don't forget that you own one.

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Useful on AD carries, useless for us. Get it lategame, when there's nothing else to buy. Combining the three potions will make you shine like a God.

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Useful early/mid game if you're having trouble. Costs only 45 and restores 200 hp over 20 sec.

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Don't buy these, Morde doesn't use mana. Real men use HP.

Gameplay

Laning Phase

Mordekaiser is best on a solo lane or mid because he's a great farmer, going for "jungle Morde" is not an option. With Siphon of Destruction you can easily harass and farm/last hit, even under pressure with hit and run tactics. Like I mentioned earlier don't spam blindly thinking that you're immortal with your shield up, your spells cost HP. Until you get your ultimate, don't overextend much and never underestimate your enemies - even if they're bad, their champs could still pack a punch. A viable tactic I found is to push the lane really fast till my enemy starts to tower hug, then go for their jungler ( Greater Quintessence of Movement Speed or early boots is enough to get you around early on) or maybe for a gank depending on your neighbor and the enemy he's facing. The lack of CC early makes you rely on other people stuns/slows. Always adapt to the champions you're facing and their abilities, try to fill up Iron Man so you could negate enemy harassment and buy wards to avoid ganks from junglers and roamers.

Check out the Laning videos below.

Mid game

Mid game begins around the time when 1 or 2 towers have fallen, after ganking, helping another lane or a team fight, by this time you should have some of your core set. Before starting fights drain your enemies, engaging them at full HP lowers your chances for success. Once you finish trolling around and someone squishy is left with 50% HP or less you should go for the kill. Getting a Ghost from your Children of the Grave, increases your chance to win the team battle greatly, turning it into an unfair fight 6v4. Also don't forget to buy wards to cover important places like Baron, Dragon and Buffs!

Late game

Choose your last items wisely depending on how the game went. Apply the same tactic from Mid game and stay on the front line, soak the damage and skill shots aimed at your carries and try to take/control Baron. I've had games where we dominated the whole time and lost because of stolen Baron buff. Confident that we would win and seeing that the enemy is too busy protecting their base, we went for Baron, Ezreal managed to steal it with random ultimate from his base and eventually they turned the tables thanks to that buff. Always surround Baron to block skill shots and reduce damage from those that pass through (Like Ezreal ultimate). Baron late game can be game changing, don't leave it unwarded.

Laning and Team battles Videos

1v1 Laning

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Mid Laning

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1v2 Laning

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2v2 Laning

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Team battles

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Morde in Dominion

Mordekaiser is viable both at top and bottom lane, good at offense and defense. Your main goal will be to focus and burst down the enemy DPS champions. Once you manage to get a Ghost, the opposing team will be crippled and at a disadvantage. You can use your new pet to scout around, to cover your back while you capture points and of course burst down other champs. Communication with your teammates is important for your success, ping a champ you're planning to take down, where to defend/capture, etc.

Due to Morde's lack of extra speed and CC, I would suggest rolling with Greater Quintessence of Movement Speed because speed is essential in Dominion. Always take the speed buffs and don't forget the health packs around, they can save your life.

TL;DR

IN CASE OF TOO LONG DID NOT READ

DON'T FORGET TO BUY WARDS TO COVER YOUR BACK FROM JUNGLERS AND ROAMERS!

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!